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MegaTraveller - Roleplaying in the Shattered Imperium

Digest Group Publications (DGP) ~ Travellers' Digest ~ MegaTraveller Journal

Seeker Gaming Systems

BROWSE MY MEGATRAVELLER ITEMS CURRENTLY IN STOCK




MegaTraveller (1986 - 1991)


"The thousand-year empire has fallen in an instant. An assassin has cut down the emperor and his heirs in one bold stroke and thrown the largest, most stable interstellar empire in history into chaos. There are many candidates for the empty throne, and without agreement on their qualifications, the worlds of the Imperium are divided in their allegiances. By a curious twist of fate, the assassin himself controls three rebellious sectors. The emperor's nephew, considered by many to be a murderer himself, has assumed the throne over the objections of the Imperial Assembly. Other pretenders have stepped forward. Star fleets battle throughout the disputed territories. Sectors are stripped of their fleets to fight in the rebellion, and imperial territory is invaded by alien forces sensing weakness and plunder. Sector after sector secedes from the Imperium to manage its own defense. Sector after sector falls to external forces" ...from the Referee's Manual

Frequently, when game companies would release a new rules version of a long-time RPG, they'd introduce great changes and disruptions into the campaign world. (An example of this was "The Avatar War" in the Forgotten Realms, just as AD&D was being nudged from 1st to 2nd edition.) In the case of MegaTraveller, GDW inflicted the Rebellion on Traveller's venerable Imperium at the same time as it introduced a fairly revolutionary task system [developed by Digest Group Publications (DGP)]. The Rebellion snowballed out-of-control for many years, culminating in the release of the apocalyptic Virus (upon the release of Traveller: The New Era)

GDW had a nasty habit of rushing out games, poorly edited. MegaTraveller and its attendant accessories were a prime example of this shortcoming. Players were enduring large batches of errata for quite some time after introduction. Despite this, the Task System advanced the cutting-edge of RPG design, though the elegance of the rules wasn't fully realized until the release of Traveller: The New Era.

The introduction of the Rebellion was fantastic. Writers didn't flinch away from the ramifications of a civil war involving billions of citizens. As the strife continued over a period of years, the Imperium sprialed down the drain. An easy parallel could be drawn to the setting of fellow GDW entry Twilight: 2000 -- the dissolution of a great civilization.

As time passed, a small but important group of Traveller players (including, I suspect, the game's crucial developer Marc Miller) became disillusioned with the direction GDW was taking Traveller. At some point, each would revert back to the old setting and rules system.




MegaTraveller [BOX SET]
Includes Players' Manual, Referee's Manual, and Imperial Encyclopedia.

1987 ... GDW 0210 ... ISBN 0943580498

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Players' Manual
1987 ... 104 pages ... GDW 0211 ... ISBN 0943580382


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Referee's Manual
1987 ... 104 pages ... GDW 212 ... ISBN 0943580471


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Imperial Encyclopedia
"The Imperium survived for more than a thousand years. In less than a minute, it has shattered. An assassin has cut down the emperor and his heirs in one bold stroke, throwing the largest interstellar empire in history into chaos. There are many candidates for the empty throne, and the worlds of the Imperium are divided in their allegiances. By a curious twist of fate, the assassin himself now controls three rebellious sectors. The emperor's nephew, considered by many to be a murderer himself, has assumed the throne over the objections of the imperial Assembly. Star fleet battles rage throughout the disputed territories. As sectors are stripped of their fleets to fight in the rebellion, imperial territory is invaded by alien forces sensing weakness and plunder. Sector after sector secedes from the Imperium to manage its own defense. Sector after sector falls to external forces.
And on this stage of rebellion and interstellar chaos, Traveller sets an ongoing drama of role-playing adventure... Players travel from star system to star system, taking sides in the rebellion, fighting for their cause while fighting to stay alive. The dangers of the interstellar environment combine with the dangers of a shattered Imperium to challenge players and referees, and provide never-ending excitement in the far future.

The Imperial Encyclopedia. This book is a reference for both players and referees. It includes essays on the Imperium and other interstellar empires, descriptions of starships and vehicles in common use throughout known space, lists of equipment available on the open market and its prices, maps, and other information valuable to players and referees alike.
The Traveller Rules Books. This book is part of a three-book set which provides the basic rules and background for playing the game.
The companion Players' Manual is a basic compilation of Traveller rules and concepts for the individual player. It includes coverage of character generation, combat resolution, psionics, and tasks.
The companion Referee's Manual is a rules reference for the Traveller referee. It includes vehicle and starship design, starship combat, world and star system generation, animal encounters, trade and commerce, task resolution, and the administration of adventures.

Traveller is a role-playing game. MegaTraveller is the name of this Traveller rules system set against the background of star-spanning rebellion on the Imperium. Individual players assume the roles of adventurers in the universe of the far future. A referee (responsible for administering the game for the players) plots out the adventures that the players will face, constructs background situations, and finally conducts the players through those adventures in exciting game sessions. Each session is a gripping adventure where the players make their own decisions about their fate and fortune. And an infinite number of adventures are possible.
MegaTraveller Imperial Encyclopedia. Intended for all Traveller players and referees. Contains background information and supporting data for playing Traveller."

1987 ... 96 pages ... GDW 0213 ... ISBN 094358048X

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Rebellion Sourcebook
"The Imperium is being torn apart by the star-spanning Rebellion; rival leaders are fighting for the right to sit on the Iridium Throne of the Third Imperium and to rule the greatest interstellar empire that the galaxy has ever seen.
Now, the Rebellion Sourcebook provides the details of the Rebellion that allow MegaTraveller referees and players to incorporate the sweep and the chaos of the Rebellion into their own role-playing adventures. Maps show the Imperium and its battlegrounds. Diagrams show the organization of the Imperial military, naturally the source of the armed forces for every faction of the Rebellion. Drawings show typical Imperial military hardware — the Imperial standard design grav tanks, grav APCs, and typical ships of the Imperial fleets.
The rival factions of the Rebellion have their own distinct leadership, aims, and backgrounds; the Rebellion Sourcebook provides this material.
Lucan — the Emperor's nephew and a legitimate heir but also rumored to have murdered his own brother in order to win the throne.
Dulinor — he sparked the Rebellion by killing the Emperor, and now he claims to be Emperor by right of assassination.
Margaret — the compromise candidate proposed by moderate elements in Imperial society.
Strephon — is he the real Emperor or an impostor?
Brzk — the Archduke of Antares, convinced that the Imperium will never accept him, a non-human, as Emperor.
Morris — claiming allegiance to the Imperium but refusing to support any specific faction.
Vargr — raiders intent on looting the undefended border provinces of the Imperium.
Aslan — driven to colonize new worlds, even if they are inside the Imperial borders.
Vland — intent on reestablishing their own empire.
Solomani — champions of human supremacy, intent on imposing their way on all of humanity.
Also included in this Sourcebook is an adventure set against the chaotic sweep of the Rebellion: A starship crew must travel across parsecs of disputed and dangerous territory in a quest for vital starship repair parts. And completion of the trek to an Imperial naval depot is vital to the survival of the Spinward Marches.
MegaTraveller Rebellion Sourcebook. Intended for Traveller referees. Intermediate complexity. Suitable for some solitaire play. Requires the MegaTraveller role-playing game system."

1988 ... 96 pages ... GDW 0214 ... ISBN 0943580633

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Referee's Companion
"Expand the rebellious universe of MegaTraveller with more rules, background, information, and materials for the dedicated referee. Materials that simply would not fit into the grand, three-volume MegaTraveller rules set have been brought together into one volume as the MegaTraveller Referee's Companion. This compendium helps provide detail to science-fiction campaigns, adds scope to MegaTraveller projects, and sparks interest in any adventure. The MegaTraveller Referee's Companion includes:
• The Alien Races. Coverage of the major alien races that travellers are bound to meet: the fierce warrior Asian; the psionic Zhodani; the fragmented, canine Vargr; and the puzzling Droyne. Essays deal with the races' homeworlds, physical appearance and abilities, mental make-up, and interstellar territories. Coverage of their histories helps referees understand their backgrounds, making it easier to use alien individuals as non-player characters. Tables for word generation in alien languages make it possible for referees to add spice and mystery to everyday activities, and glossaries provide translations for known words in the alien languages.
• Large-Scale Combat. Rules for a simple system of converting characters into conglomerate units, resolving battles between those larger units, and reconverting the units back into individual characters. The system makes large-scale battles possible, without losing the detail of individual player characters.
• Timekeeping. A simple, direct system of tracking time for adventurers using the Imperial Calendar. Use it to make the proper date always available. Plus, details on alien timekeeping systems for when the adventure strays into foreign territory.
• Communications. Information on how starship communications systems work in the typical star system.
• In-System Operations. Details of what a starship is expected to do, and how it does it as the ship moves from jump point to a world and back again.
• Research. Coverage of the use of the Uncertain task to conduct important research into scientific, personal, or commercial ventures.
• Mapping. Map grids to help the referee design and generate any world, and present it with style as part of any adventure.
• Megacorporations. Names, ownerships, and commercial interests of the 13 star-spanning Imperial megacorporations.
• Technology. Details of the achievements of the standard tech levels inside the Imperium, plus information on the higher tech levels so rarely encountered.
• Robots. Information on robots, the work force for high tech Imperial worlds.
MegaTraveller Referee's Companion. Intended for MegaTraveller referees. Intermediate complexity. Requires use of the MegaTraveller Referee's Manual and the MegaTraveller Players' Manual."

1988 ... 96 pages ... GDW 0215 ... ISBN 0943580714

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COACC: Close Orbit and Airspace Control Command
"A detailed treatment of aircraft and the characters that fly them in Mega Traveller. This sourcebook includes:

• Character generation for flyers in MegaTraveller.
• Detailed analysis and description of the organization and operation of COACC, the definition of COACC responsibilities (anything that uses wings is ours), the missions that COACC undertakes, who controls COACC, and mercenary COACC units.
• Aircraft design rules for producing and rating fixed-wing propeller and jet-propelled aircraft, rotary-wing aircraft (helicopters) and airships.
• Air combat rules for resolution of military encounters between airplanes. Both a hasty and a detailed system are included. Chapters address the types of ordinance and bombs that aircraft carry for attacks against other aircraft and for ground strikes.
• Tech level tables showing the evolution of, and types of, aircraft throughout the Imperium.
• Examples of aircraft (including their design ratings and illustrations) are scattered throughout the text.
• The Eddum Campaign. A complete COACC campaign incorporating aircraft design and combat in a unique battle to win the hearts and minds of the people of Eddum to specific factions within the Rebellion." [written by Terry McInnes]

1989 ... 96 pages ... GDW 0216 ... ISBN 0943580722

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Fighting Ships of the Shattered Imperium
"The Imperial Navy never planned for the worst of all possible contingencies: a far-flung Rebellion that would shatter the empire into squabbling factions. And with each faction went a portion of the navy's fighting strength.
Now, Imperial ship fights Imperial ship as the Rebellion drives the entire Imperium into chaos.
Fighting Ships of the Shattered Imperium is a compendium of immense battleships and cruisers that served with the Imperial fleet and now serve with the fleets of the many factions of the Rebellion. Included in this book are standard statistical descriptions of 58 ships, with illustrations for 16 of the most interesting.
• Battleships and dreadnoughts from tech level 11 to 15. Examples include battle tender/rider systems for tech levels 14 and 15.
• Cruisers, including the standard cruisers from tech level 11 to 15, plus strike cruisers, missile cruisers, and the jump-6 rift cruiser.
• Carriers, from the standard fleet carriers to the newest light carrier and pocket carrier.
• Escorts, from the ED-series escort destroyers to the escort fleet and escort missile ships that maneuver with the fleet.
• Auxiliaries, from the standard fleet tankers to the dromedary combination tanker and resupply ship, plus the rift tanker for operations in the Rifts.
Fighting Ships of the Shattered Imperium — a compendium of 58 starships for MegaTraveller. Intended for MegaTraveller referees and players. Intermediate complexity. Suitable for some solitaire use. Requires the MegaTraveller role-playing game system."

1990 ... 96 pages ... GDW 0218 ... ISBN 1558780505

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Knightfall
"The Lost Legacy of the Long Night...

Caught up in the battles of the Rebellion itself, innocent traders are captured as prisoners of war, then escape to become fugitives fleeing the forces of the Rebellion. Clues they gather during their flight hint at a fabulous pre-Imperium lost city of high-tech wonders. Can this city's treasures give one side the advantage that will win the Rebellion?

The danger, intrigue, and clues escalate in this knock-out adventure, leading the characters on a thrilling quest across the Imperium in search of a solution to a cryptic puzzle.
But that solution is impressive: a fabulous pre-lmperial city of undetermined (but very high) tech level. Somehow, long ago, it fell into obscurity, and now only a trail of clues lead to its lost wonders.
Eight scenarios, plus assorted random nuggets, make this a tense, exciting MegaTraveller adventure!
Knightfall's cinematic nugget system clearly defines the incidents player characters pass through in the course of their explorations. Each nugget includes a scene and an action, which make the adventure come alive for the players and referee.
Knightfall is specifically designed to provide hours of enjoyment as the players fight their way to the treasures at the end of their journey."

1990 ... Joe D. Fugate, Sr. ... 96 pages ... GDW 0219 ... ISBN 1558780629

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Hard Times
"Inevitably, aftermaths are longer than the wars that cause them. And the War of the Rebellion is no exception.

Hard Times provides both referees and players with a detailed look at the post-Rebellion Imperium and the new challenges that they can expect to face in it. However, Hard Times is more than a sourcebook. It integrates adventures with resource materials in order to provide complete support for roleplaying in the postwar Imperium.

• Practical and easy-to-use guidelines for creating new adventures within the environments of the post-Rebellion Imperium.
• 10 well-detailed sample adventures for use in these new environments, plus several brief adventure outlines -- all of which serve as examples of these new environments and how to create them.
• A flexible adventure interface design which allows you to use each of the adventures as part of a complete campaign or by itself.
• Additions to the UCP design sequence, special postwar industries, a unique collection of implements and opponents, and more."

1991 ... 96 pages ... GDW 0221 ... ISBN 1558780858

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Assignment: Vigilante
"...A fighter-carrying mercenary ship, its dedicated crew of starmercs specializes in the eradication of pirate forces whereever they may be found... Live the excitement of life aboard the Vigilante, battling pirates around the threatened worlds of the Diaspora Sector, infiltrating the ranks of the dealy raiders, or fighting to the death inside a massive gas giant.

Two tense scenarios pull the players into the struggle for the spacelanes of Promise Subsector. First, a search-and-retrieval job turns deadly, then the future of a small world requires an inside job to thwart an elaborate pirate plot.

Included in the Assignment: Vigilante Campaign Folio are:
• Full-color two-page deck plans of the starship Vigilante.
• Detailed color diagram of Starmerc trooper equipment.
• Full-color starship recognition chart.
• 16-page campaign booklet containing background information to join the adventures into a full campaign set in the Promise Subsector of Diaspora. Feature seven new MegaTraveller ship designs and up-to-date UWP information for Promise Subsector." [Written by Charles E. Gannon]

1992 ... 16 pages + tri-fold screen ... GDW 0223 ... ISBN 1558781277

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Astrogator's Guide to the Diaspora Sector
"'Welcome to Diaspora' is a phrase you haven't heard for quite some time. 'Beware of Diaspora,' on the other hand, does ring a bell. This once-proud subsector was the crossroads of contact between the Imperial Core and the Solomani Rim, but then it became the battleground for fleets of four governments: Lucan's Imperium, Margaret's Faction, Daibei, and the vengeful Solomani Confederation. Property values went down.

Now, thanks to the Rebellion, the Hard Times are in full swing. Mercenaries, free traders, and other travellers find the sector to be a confusing, dangerous, constantly changing environment. Raider bands prey on shipping, new local governments vie for influence, and long factional arms still reach out to create intrigue.

Astrogator's Guide to the Diaspora Sector is a MegaTraveller folio intended for use with the Hard Times sourcebook. Its features include:
• Color maps of all 16 subsectors and their current political and military situations.
• 1121 and 1129 UWP data dor all 476 worlds of the sector.
• Color insignia and symbols of leading governments and military organizations."

1992 ... Charles E. Gannon ... 16 pages + 3-face cover ... GDW 0224 ... ISBN 1558781382

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Arrival Vengeance: The Final Odyssey
"'Tell Norris I'm sorry.' This is Emperor Strephon's last message, given to the crew of ISS Arrival Vengeance to take back with them to the Domain of Deneb. Strephon was the last stop on Arrival Vengeance's three-year mission to save civilization. It is 1126.

Three years earlier, 1123, Archduke Norris, ever faithful to the Imperial Ideal, ordered a top-secret mission. A hundred-year old cruiser was 'borrowed' from a mothball fleet and assigned a hand-picked crew. It was prepared for a three-year cruise.

The ship: ISS Arrival Vengeance, a 60,000 ton Azhanti High Lightning-class cruiser.
The course: Cross the Great Rift to Daibei, run trailward to Delphi, then coreward to Core and Gushemege. Contact Craig, Margaret, Lucan, and Strephon.
The mission: Penetrate the war-torn shattered Imperium in search of some hope of a reunified Imperium.

Join the crew of Arrival Vengeance, be a custodian of the future of the Domain of Deneb — perhaps that of the entire Imperium, The mission is ambitious, but surely it must succeed. The Imperium can't really be dead, can it? Can the dream really be over?
As a member of the hand-picked crew, you will negotiate with Aslan nobles, witness the slave trade in the depths of Massilia, meet with the Hand of Varian, and have a showdown with Lucan's forces. You will also meet with Duke Craig, Duchess Margaret, and learn the truth about Strephon. Tough times demand tough people. Accept the challenge of Arrival Vengeance."

1992 ... Greg Videll ... 32 pages + 3-face cover... GDW 0225 ... ISBN 1558781498

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Digest Group Publications (DGP)

The Early Adventures: Background and Adventures from Travellers' Digest Issues 1-4
"THE QUEST FOR ADVENTURE
The Early Adventures introduce you to four fascinating characters: a Scout, a journalist, a scientist, and an almost-perfected pseudo-biological robot. Learn about them as you piay out these four exciting adventures:
Of Xboats and Friends: Dur Telemon, the ex-Scout, wants to stop off and visit a friend at an express boat station. Suddenly, events take a sinister turn when the party stumbles upon an amazing secret that may cost them their lives. Included are cut-away deck plans of the 1,000-ton xboat tender, complete with its MEGATRAVELLER Universal Craft Profile.
The Journey of the Sojourn Moon: A strange backward culture inhabits the bright side of the tidally locked world Wal-ta-ka. Who are the "Children of Wal-ta-ka?" Akidda Laagiir and his companions travel there to find the real story of these mysterious nomads descended from starfaring colonists. An extremely detailed treatment of the world and its lifeforms is included, as well as additional details on Dr. Krenstein's robot companion, AB-101.
Visit to Antiquity: Emotions run high when the four travellers encounter a group of Vargr researchers at a historically important Ancient site. The Vargr and our four characters make some startling new discoveries. Also featured is an article on Gvegh, the most common Vargr language, and how it reflects one widespread Vargr culture of the region.
The Gold of Zurrian: A mysterious murder on board an interstellar liner catches the passengers by surprise, and to make matters worse all evidence points to one of our four characters. Can the others clear their companion's good name in time — before the real murderer decides to take matters into his own hands? Included are detailed deck plans and the Universal Craft Profile of the 1,000-ton liner where the adventure takes place.

AND LOTS OF BACKGROUND MATERIAL
These adventures introduce many new worlds and alien cultures for you to explore, with plenty of maps and detailed library data. Included are exciting new details about the Zhodani and Vargr, two of Traveller's alien races.
Are you looking for new technology? Within are excerpts from the first year's 'Tech Briefs', an ongoing feature highlighting new devices for Traveller. (There are even some fantastically high-tech Ancient artifacts.) Plenty of diagrams and charts are included.
Referees, would you like to add pizzazz to your adventures? And without extra work? The adventures in this special book are packed with ideas and tips for leading your players through each adventure. Watching the same group of characters develop adds excitement to your role-playing, while your players' ability to role-play expands with every game-And each adventure gives the referee plenty of detailed NPC's to play with."

1988 ... 48 pages ... DGP 864

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101 Vehicles
One of the fine offerings from Digest Group Publications (DGP). This book details, well... 101 vehicles for MegaTraveller. Each vehicle comes with a drawing and description. Military vehicles...Paramilitary vehicles...Civilian Vehicles...Vehicles from Classic Traveller...Vehicles from the MegaTraveller rule books...Alien vehicles...Design system examples...Vehicle weaponry...and finally, an index.

"Here under one cover are 101 different vehicles for use in MegaTraveller games. Every single vehicle comes with a detailed illustration, a description, and an official Universal Craft Profile. You will know what each vehicle can (and can't) do, what the vehicle looks like, and whaν the vehicle costs.
If you're just starting to design your own vehicles, this book has more than a hundred examples. If you already have several designs of your own, here are 101 more to add to your campaign.
Whether you're a MegaTraveller player or a referee, 101 Vehicles gives you all the vehicles you need to travel insystem at higher tech levels. Vehicles include —
• Military Vehicles: Designs ranging from the early Imperial Penetrator armored car to the latest Inquisitor and Lancer class special-purpose vehicles,
• Paramilitary Vehicles: Land, sea, and air vehicles, including the Gashedda submarine, the Vargr 'floater,' and the IISS Kankurur survey G-carrier,
• Civilian Vehicles: Everything from the
first automobile to the mobile undersea restaurant, the massive K'kree grav platform, theasteroid prospector's bubble, the Hiver grav sled, the hypersonic grav passenger liner, and the Olympian shuttle.
• Classic Vehicles: Designs from earlier Traveller works, fully updated and detailed for the times of the Shattered Imperium.
• MegaTraveller Vehicles: Designs from the Imperial Encyclopedia and the Rebellion Sourcebook, including details on the top-secret Zhodani Z-80 and the Imperial Trepida grav tanks.
• Alien Vehicles: Designs from a variety of major and minor races, demonstrating the different design philosophies they follow.
• Design System Examples: Vehicles that show just how to use the MegaTraveller vehicle design system.
• Vehicle Weaponry: New tables for use with vehicles, expanding your design options for armed craft.
• Index: A complete index to all 101 vehicles.

1988 ... 48 pages ... DGP 871

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Starship Operator's Manual, Vol. 1
"Everything you've ever wanted to know about starship operations.

Contents include:
• Systems: How things work, including details of jump drive, maneuver drive, power plant, sensors, transponder, flight controls, computer, weapons, hull, and cargo hold.
• Procedures: Step-by-step instructions on navigating a course, going into jumpspace, starting up a power plant, getting more 'oomph' from a maneuver drive, and lots more.
• Crew Duties: Over 20 positions described, telling who does what and why.
• 'The Old Timer': Expert advice on Starship operation from an 'old time' merchant captain. [This part is my favorite! ...Wayne]
• Deck Plans: All-new deck plans for the Free Trader class starship, along with interior views of the ship.
• Index: A complete catalog of the contents."

1988 ... 66 pages ... DGP 872

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World Builder's Handbook
"Contents include —
• Survey Procedures: Procedures used by the Scouts to survey and explore worlds.
• Survey equipment: Thirty pages of detailed equipment sheets for players to use on survey and exploration missions. Includes sensors, personal-assist hardware, clothing and protective gear, vehicles, and complete plans of the Donosev Survey Starship used by the Scouts.
• Sensor Readout Panel- Comprehensive sensor readout panel for use with all manner of sensory equipment, from lowly handheld sensors all the way to powerful starship sensor arrays.
• Extensive World Building Section: Detail your worlds to a level of detail you never thought possible. Create new environments with exotic alien cultures. Includes rules for detailing not only Terran-like worlds, but also more unusual locations such as:
- Asteroid Worlds
- Gas Giants
- Tidally-Locked Worlds
• Mapping a World: Guidelines on how to properly map the world you have built."

1989 ... Joe D. Fugate, Sr. & J. Andrew Keith & Gary L. Thomas & Rob Caswell (Art) ... 96 pages ... DGP 875

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Referee's Gaming Kit
Contents include --
• 2-piece Referee Screen
• Practical Hints & Tips folio
• 2 Folio Adventures (Outpost Alpha, pts. 1 & 2)
• 8 Equipment Data Sheets

1989 ... DGP 876

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Vilani & Vargr: The Coreward Races (Megatraveller Alien Series, Vol. 1)
1st in the coveted Alien series by Digest Group Publications.

- The Vilani: founders of the oldest human empire in charted space...
- The Vargr: plucked from Earth millennia ago and manipulated into intelligence by the mysterious Ancients…
- Immerse yourself in the rich details presented within these pages...
- Experience these aliens as you never have before!

Contents include for each alien race —
• Physiology: See technically accurate details of the race's body structure.
• Psychology: Get inside the race's mind and find out how they think.
• Detailed Starmaps; Study starmaps of the race's home region, with all star system positions accurately shown.
• Society and Culture: Find out how the alien race lives, and what makes their culture unique.
• History: Learn never-before-revealed details about the race's history, and how they got where they are today.
• New Game Rules: Discover how you can confidently integrate the race into your MegaTraveller campaigns.
• Sample Technology; See actual examples of the alien race's robots, vehicles, and starships.
• Roleplaying Examples: Gain new insights
into roleplaying the race by studying the detailed play examples, hints, and tips presented inside.

1990 ... DGP 878

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The Flaming Eye
In an unprecedented move, the worlds of Vland Domain, refusing the "radical policies of emperor-ad interim Lucan," have declared their independence from the thousand year-old Imperium.

The Ideal Companion to Alien Volume 1, Vilani and Vargr!
Contents Include—
• Two Complete Campaigns: Packed into this volume is enough source material for two full MegaTraveller campaigns. Seven scenarios are presented in the first campaign, and six scenarios are given ‘n the second campaign.
• Innovative New Cinematic Nuggets: In the new "cinematic nugget" format, background setting dictates the way material is organized. Special "plot synopsis diagrams" illustrate ways that background nuggets can be linked together to form pre-planned adventure scenarios.
• Over 25 World Data Sheets; First introduced in GDWs product Knightfall, this campaign source-book contains detailed stats, maps, and star system diagrams for over 25 worlds in Vland and Windhorn Sectors!
• Numerous Maps and Diagrams: True to the campaign sourcebook name, this volume includes loads of maps and diagrams.
• Full Color Deck Plans: As a bonus, this campaign sourcebook includes deck plans to the Garu-class Far Trader.

1990 ... 104 pages ... DGP 880 ... ISBN 1879187019

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Solomani & Aslan: The Rimward Races (Megatraveller Alien Series, Vol. 2)
2nd in the coveted Alien series by Digest Group Publications.

"- The Solomani: left behind by the Ancients — now the rulers of humaniti's largest intact star empire...
- The Aslan: proud warrior race, rumored to have stolen jump drive from humans — yet no one can deny their prowess in controlling thousands of star systems...
- Immerse yourself in the rich details presented within these pages...
- Experience these aliens as you never have before!

Contents include for each alien race —
• Physiology: See technically accurate details of the race's body structure.
• Psycology: Get inside the race's mind and find out how they think.
• Detailed Starmaps: Study starmaps of the race's home region, with all star system positions accurately shown.
• Society and Culture: Find out how the alien race lives, and what makes their culture unique.
• History: Learn never-before-revealed details about the race's history, and how they got where they are today.
• New Game Rules: Discover how you can confidently integrate the race into your MegaTraveller campaigns.
• Sample Technology: See actual examples of the alien race's robots, vehicles, and starships.
• Roleplaying Examples: Gain new insights into roleplaying the race by studying the detailed play examples, hints, and tips presented inside."

1991 ... 104 pages ... DGP 881 ... ISBN 1879187027

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Travellers' Digest

Digest Group Publications (DGP) published this highly-regarded magazine in support of Traveller, and later MegaTraveller. It had a unique format where the same group of characters travelled around the Imperium in an ongoing campaign, with some fiction, scenarios, & background on new sectors, planets, & aliens in every issue.




Travellers' Digest, Issue 3
ARTICLES: Editotial; Visit to Antiquity; Vargr Culture; Ian Subsector and Library Data; Robot Design Revisited - part 3; The Corridor Sector and Library Data; Damage & Repair; Sensory Devices - Densitometers.

1985 ... 52 pages

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Travellers' Digest, Issue 7
ARTICLES: The Fourth Imperium, Feature Adventure; Dynam System; Masionia Subsector; Future of Traveller, an Interview with Marc Miller; Library Data of the Lishun Sector; more.

1986 ... 56 pages

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Travellers' Digest, Issue 8
ARTICLES: Shoot-Out at Shudusham, Feature Adventure; Core Subsector; Brains, Not Brawn; Mystery of the Missing Text; Library Data of the Core Sector; Traveller Tech Briefs, Hand Computers; Beyond 101 Robots.

1987, 56 pages

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Travellers' Digest, Issue 9
ARTICLES: Before the Iridium Throne, Feature Adventure; Capital, World Profile; Capital, Cultural Profile; Lion At Bay, MegaTraveller Scenario; Crack Troops: The Imperial Guard; The Imperial Palace; Noblesse Oblige: The Imperial Nobility; Civilian Vehicles for Traveller: 2300; more.

1987 ... 48 pages

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Travellers' Digest, Issue 10
ARTICLES: Reference Point, Feature Adventure; Grand Census, Grand Survey stats for Reference; Plague of Perruqes, a Megatraveller adventure by Marc Miller; Library Data of the Core Sector; Tech Briefs: Holorecorders; Anagathics; Pentapod Constructs for 2300; Medical Kit for 2300; Briefcase Library for 2300; Life Foundation "Squid" for 2300; more.

1987 ... 48 pages

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Travellers' Digest, Issue 11
(1988) Contents: Missing In Transit, Feature Adventure; Shiwonee Subsector; Far Trinity — System Survey; The Massilia Sector; Project Blackheart; Human Medicine, Tech Level 9 to 12 — Medical Digest; Traveller: The Next Generation — The Gaming Digest; The Traveller Arsenal; Traveller Q&A; 2300AD - The American Arm

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Travellers' Digest, Issue 12
ARTICLES: Life Underground, Feature Adventure; Inside Information, MegaTraveller adventure; The Brinn, an alien race for MegaTraveller; Dethenes Subsector; Torrel, System Survey; The Old Expanses Sector; Replacement Body Parts, Medical Digest; Exploration, American Style, Part 2 (2300AD); ASV-97, a multi-role vehicle for the USMC (2300AD); more.

1988 ... 48 pages

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Travellers' Digest, Issue 13
ARTICLES: Terra Incognita, Feature Adventure; Dolphins, an alien race; Trouble with Kids, MegaTraveller adventure; Terra System, System Survey; In Defense of Emperor Dulinor, Rebel Reporter; Solomani Rim Sector, Library Data; History of the Terran Occupation Force; Pentapod Spacecraft (2300AD); more.

1988 ... 56 pages

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Travellers' Digest, Issue 14
Articles: Spectrum Analysis, Feature Adventure; Ghost Ship (Adventure); Star mercs; Ptolemy, System Survey; Four Kings; Magyar Sector, Library Data; In Defense of Lucan, Rebel Reporter; Replacement Body Parts, Part 3; Pentapod Starships, part 2 (2300AD); more.

1988 ... 56 pages

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Travellers' Digest, Issue 15
Articles: Krimm's Paw, Feature Adventure; Mistaken Identity, Adventure; Beginner's Luck; Daibei Sector, Library Data; Glisten, System Survey; Drop Capsules, Traveller Tech Brief; LC-20 Landing Craft (2300AD); more.

1989 ... 56 pages

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Travellers' Digest, Issue 16
(1989) ARTICLES: Twice Confounded - Feature Adventure; Sword of Arthur - Adventure; Reaver's Deep - Library Data; Pilgra - System Survey; Referee's Guide to Research; System Rescue Facilities and Lifeboats - Tech Briefs; Restored Vilani Empire - Rebel Reporter; Tula-class Frigate - 2300AD.

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Travellers' Digest, Issue 17
Articles: The Blade of Koiyekh, Featured Adventure; Psionic Knights, Adventure; Index to World Builder's Handbook; Aliens in Megatraveller; Dark Nebula Sector, Library Data; Trokh: Language of the Warriors; Hogan 500 (2300AD); more.

1989 ... 56 pages

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Travellers' Digest, Issue 18
Contents: Clan and Pride, Feature Adventure; MegaTraveller Adventure — Dangerous Passage; Traveller Q&A; Concise History of the Third Imperium; In Defense of Brzk — The Rebel Reporter; Corridor Sector Map, Library Data; Ealiyasiyw Sector Map, Library Data; Spicing up Brawling; K'kree Passage — Fiction by William H. Keith, jr; 2300AD — Newmark's Scouts.

Jan 1990 ... 56 pages

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Travellers' Digest, Issue 19
Contents: Out of the Night, Feature Adventure; MegaTraveller Adventure — The Possession Ball; Traveller Q&A; Travel without a Starship — Beginner's Luck; In Defense of the Solomani — The Rebel Reporter; Riftspan Reaches Sector Map, Library Data; Deneb Sector Map, Library Data; Cach and Carry; Affordable Transport, Part 1 — Tech Briefs; Vilani High Fashion; 2300AD — Q&A; 2300AD — Russian Orbital Marines.

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Travellers' Digest, Issue 20
(1990) Contents: An Act of Conscience, Feature Adventure; MegaTraveller Adventure — The Hiawatha Gambit; Reft Sector - Library Data; Trojan Reach Sector - Library Data; Traveller Q&A; Cache and Carry; Affordable Transport, Part 2 — Tech Briefs; Diseases and Their Treatment — Medical Digest; 2300AD — Middlemen.

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Travellers' Digest, Issue 21
(1990) "Grand Tour Conclusion Issue" Contents: One Last Stop, Feature Adventure; MegaTraveller Adventure — The Pirates of Tetrini; Traveller Q&A; The Face Behind the Claw — The Rebel Reporter; Cache and Carry; Suspended Animation — Medical Digest; Grand Tour Retrospective Interview; Meet the Staff of DGP; 2300AD — Two Mini-adventures.

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MegaTraveller Journal


Digest Group Publications (DGP) switched their format to more closely align with the updated MegaTraveller rules.




MegaTraveller Journal, Issue 1
CONTENTS: The Wardn Enigma by J. Andrew Keith and Thom Gressman; A Concise History of the Rebellion by Clayton R. Bush; Beginners' Luck: Guide to the Domain of Deneb by Rob Caswell; Domain of Deneb Fold-out Map by Joe D. Fugate Sr.; Worldguide: Enaaka by William H. Keith, Jr.; Deneb Dossiers Special: The Morris Interview by Rob Caswell and Marc W. Miller; Dressed to Kill: An Intimate Look at Battle Dress by Thomas R. Peters.

1991 ... 56 pages + fold-out map ... DGP 201(?)

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MegaTraveller Journal, Issue 2
Contents: Defying The Wolf by Rob Caswell; Deneb Dossiers: Arabella Von Ericsson by Rob Caswell; Starship in Detail: Fiery Class Gunned Escort by Rob Caswell, Mike Jackson, and Tom Peters; Centerspread: Fiery Class Deck Plans by Rob Caswell; Beginner's Luck: Starship Combat Example by Howard R. Leidner; Gaming Digest: Off the Beaten Path by P. Athans, J. Fugate Sr., and J. Kingston; Life Under the Vargr: Snapshots of the Occupation by James Holden; Random Nuggets by Matt Frisbee.

1991 ... 56 pages ... DGP 202

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MegaTraveller Journal, Issue 3
CONTENTS: Adventure: Rapid Repo By Greg Videll; Worldguide: Vincennes By Charles P. Kalina; Megacorporations in the Rebellion Era By Greg Videll and Tom Peters; Races of the Domain: The Creduthaar By William H. Keith, Jr; Deneb Dossier: Jeramii Boden By Rob Caswell; Sydkai-class Cruiser By George MacLure and Rob Prior; Domain of Deneb System Data By Joe D. Fugate, Sr. and Rob Caswell; Keith Brothers Interview By Rob Caswell; Races of the Domain: The Jonkeereen By James Maliszewski.

1992 ... DGP 203

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MegaTraveller Journal, Issue 4
DGP Farewell Issue.

Articles: Lords of Thunder, by William H. Keith, Jr; "Imperial" Law, by Gary L. Thomas; Custom Ship Add-Ons, Useful Extras for Traveller Starships; Birth of a New Game, The Story Behind AI; Through the Years, A Potpourri of Memos.

1993 ... 104 pages ... DGP 204

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Seeker Gaming Systems

Corporation Building: Building Complex Series #1
Detailed building plans in 25mm scale.

""This, Gentlemen, is your target." The image of the Corporation Building appeared in the holodisplay. "As you can see. the building is of standard construction, with key areas centrally located and security points positioned throughout." The hologram of the structure rotated as the briefer gestured towards those critical areas. The Corporation has left some sensitive hardware behind. You and the Alert Team will be going to retrieve that equipment. "There are seven levels, with main points of entry being here, here, and here." The points light up accordingly. "You shouldn't have any problems getting in, though. The opposition hasn't reached this area yet," Which had to mean that they're there already. The question is, how many?"

1991 ... SGS 101 ... ISBN 1879487012

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Five Small Craft of the Imperium
Includes deck plans in 25mm of: Pinnace; Launch; Shuttle; Ship's Boat; Cutter.

1988 ... SKR 1012

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Gazelle Class Close Escort
"Starship Deck Plans in 25mm Scale"

1991 ... SGS 1015 ... ISBN 1879487063

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System Defense Boat and Jump Shuttle
"Complete Detailed Deck Plans in 25mm Scale"

1990 ... SGS 1016

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Empress Marava
"Starship Deck Plans in 25mm Scale"

1990 ... SGS 1017

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Subsidized Merchant: Starship Deck Plans in 25mm Scale

1989 ... SGS 1019

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Imperial Small Craft
Pinnace, Fast Shuttle, Launch, Ship's Boat, and Cutter in 25mm scale.

1992 ... SGS 1020 ... ISBN 187948711X

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Laboratory (Lab) Ship
MegaTraveller Laboratory Ship Starship Deck Plans in 25mm Scale by Seeker.

"The 400-ton Laboratory Ship orbits the uncharted world on a mission cloaked in secrecy. Your assignment to this project was a dream come true; research was proceeding at the rapid pace and several major discoveries had been made. Every goal had been met or exceeded...until some exotic specimens aboard the ship disappeared. Now your shipmates are disappearing one by one, victims of the elusive foe. The ship's drives are damaged and the life support systems are slowly failing. The dream has become a nightmare as you search for the key to your survival."

1989, 1991 ... SKR 1021 ... ISBN 1879487128

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The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 1998 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises.





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